Emotion-based experience freedback

ABSTRACT

Various embodiments described herein provide for systems and methods for delivering experience elements of a digital experience to a participant based on an emotional response, from the participant, to the digital experience. The systems and methods dynamically score a digital experience, such as a virtual reality experience (VRE), for a participant based on the participant&#39;s past or present emotional response to the digital experience. The dynamic scoring of the digital experience can, for example, determine a narrative orientation of a narrative digital experience, or can determine experience elements (e.g., cinematic elements) expressed or applied to the digital experience.

TECHNICAL FIELD

The present disclosure relates generally to digital experiences. Moreparticularly, various embodiments described herein provide for systemsand methods for delivering experience elements of a digital experienceto a participant based on an emotional response from the participant tothe digital experience.

BACKGROUND

Digital experiences have become a prevalent method of informing andentertaining society. These experiences come in variety of forms, suchas movies, gaming, augmented reality, and virtual reality, and can beexperienced by participants through a variety of apparatuses, includingpersonal computers, smartphones, movie theaters, gaming devices, andvirtual reality equipment (e.g., virtual reality headset). Certaindigital experiences, such as video games and virtual realityexperiences, permit participants to interact with the digitalexperiences in such a way that the interactions determine what theparticipants experience.

BRIEF DESCRIPTION OF THE DRAWINGS

In the drawings, which are not necessarily drawn to scale, like numeralsmay describe similar components in different views. To easily identifythe discussion of any particular element or act, the most significantdigit or digits in a reference number refer to the figure number inwhich that element is first introduced. Some embodiments are illustratedby way of example, and not limitation, in the figures of theaccompanying drawings.

FIG. 1 is a diagram illustrating an example system for providing anexperience element of a digital experience based on emotional responseof a participant, according to some embodiments.

FIGS. 2 and 3 are flowcharts illustrating example methods for providingan experience element of a digital experience based on emotionalresponse of a participant, according to some embodiments.

FIG. 4 is a flowchart illustrating an example method for determining aparticipant's emotional response to a digital experience, according tosome embodiments.

FIG. 5 is a flowchart illustrating an example method for identifying aset of experience elements of a digital experience to provide to aparticipant based on a participant's emotional response to the digitalexperience, according to some embodiments.

FIG. 6 is a block diagram illustrating a representative softwarearchitecture, which may be used in conjunction with various hardwarearchitectures herein described, according to various embodiments of thepresent disclosure.

FIG. 7 is a block diagram illustrating components of a machine able toread instructions from a machine storage medium and perform any one ormore of the methodologies discussed herein according to variousembodiments of the present disclosure.

DETAILED DESCRIPTION

The description that follows includes systems, methods, techniques,instruction sequences, and computing machine program products thatembody illustrative embodiments of the disclosure. In the followingdescription, for the purposes of explanation, numerous specific detailsare set forth in order to provide an understanding of variousembodiments of the inventive subject matter. It will be evident,however, to those skilled in the art, that embodiments of the inventivesubject matter may be practiced without these specific details. Ingeneral, well-known instruction instances, protocols, structures, andtechniques are not necessarily shown in detail.

Various embodiments described herein provide for dynamic scoring (e.g.,audio, visual, haptic, etc.) of a digital experience, such as a virtualreality experience (VRE), for a participant based on the participant'spast or present emotional response to the digital experience. Thedynamic scoring of the digital experience can determine (via narrativepaths) a narrative orientation of a digital experience that involves anarrative, or can determine experience elements (e.g., cinematicelements) expressed or applied to the digital experience. For someembodiments, the emotional response of a participant is determined basedon tracking the head (e.g., movement, distance, direction of change,etc.) of the participant. The tracking data may, in some instances, comefrom a sensor of a head-mounted display that a participant is utilizingto experience the digital experience. Using various embodiments, adigital experience can attempt to illicit a set of emotional responsesfrom a participant, observe which of the emotional responses is actuallyprovided by the participant, map the observed emotional response to somesort of optional or alternative element of the digital experience, andserve the mapped element to the participant as feedback to the motionresponse.

According to some embodiments, a software tool is used to map experienceelements of a digital experience, such as audio scores, haptic scores,camera positions, access to narrative paths, and the like, toparticipants based on emotional response of the participant (e.g., withrespect to characters and perspectives of the digital experience)determined based on at least one of head tracking, motion tracking, oreye tracking of the participant. At particular points in a digitalexperience (also referred to herein as, “events”), head movements, eyemovements, or other non-verbal cues produced by a participant whileexperiencing (e.g., viewing) the digital experience may be observed, andthese observations can be matched to an emotional response of theparticipant. The emotional response, in turn, can determine anexperience element (e.g., integrated audio-haptic-perspective score) ofthe digital experience provided (e.g., delivered) to the participant. Inthis way, various embodiments can provide a participant the opportunityto experience a digital experience (e.g., narrative VRE) in alignmentwith various characters or perspectives through an interactive digitalexperience delivery system.

An example system implementing an embodiment may provideprevisualization to a digital experience distribution system integratedinto narrative digital experiences of one or more simultaneous users.This example system may comprise: a software application programinterface (API) integration to detect motion patterns from head-mounteddisplays; an artificial intelligence-based method for interpretingobserved affective responses to stimuli caused by the digitalexperience; a gaze-based heat map that can aggregate and interpret eyetracking to determine what in the digital experience the participant islooking at; a dynamic method to match individual participants toperspectives of characters or observers in the digital experience; andan API integration with an achievement management system to provideaccess to participant profiles and participant achievement data (e.g.,achievements earned in a digital experience or related digitalexperiences). Depending on the embodiment, a participant profile orparticipant's achievement data can enable optional or alternatenarrative paths for the participant within the digital experience.

Alternate or optional experience elements of a digital experience can bemade available (e.g., delivered) to the participant within a digitalexperience engaged in by the one or more participants based on real-timeparticipant feedback. Example experience elements of a digitalexperience can include, without limitation, an audio score, a visualscore, a haptic score, a perspective score, or a narrative path (of anarrative digital experience). This feedback may be obtained from theparticipant by way of tracking data (e.g., relating to head tracking,motion tracking or eye tracking) at various, identified events in thedigital experience (e.g., in the narrative structure of the digitalexperience). An artificial intelligence-based mapping method may assignan experience element of the digital experience (e.g., an audio, haptic,or perspective score) to a participant at a key point or points withinthe digital experience (e.g., narrative digital experience) based on theparticipant feedback available to the system. The participant feedbackmay vary depending on the hardware or platform configuration used by theparticipant to participate in the digital experience.

In synchronized digital experiences, experience elements of a digitalexperience (e.g., audio, haptic, or perspective scores) that identifywith protagonists, antagonists, or other characters or perspectiveswithin the digital experience, may be provided to a participant (e.g.,using the AI-based mapping method) by determining which participant islinked to which experience element of the digital experience. This linkbetween a participant and an experience element of the digitalexperience may be determined based on the gaze-based heat map of eachparticipant and, additionally, based on a participant's user profile(e.g., from an achievement management system).

As used herein, “digital experience” can include a video game, a virtualenvironment (e.g., 3D-rendered virtual world), a virtual realityexperience (VRE), a digital story, and the like. A digital experiencecan include an overarching narrative, which a participant may experiencewithin a virtual environment. The digital experience may be interactiveor non-interactive, narrative or non-narrative, purchased or earned, anevent (e.g., brand-related event) or ongoing, or single-participant ormulti-participant. The digital experience may be experienced through avariety of computing devices (e.g., mobile device or VRE equipment suchas a virtual reality headset), at home or at a particular destination.

A digital experience includes a set of experience elements. As usedherein, an “experience element” of the digital experience can comprise acomponent of a digital experience that is delivered to, and is sensibleby, a participant of the digital experience (e.g., through one of theparticipant's human sensory organs) as the participant experiences thedigital experience. An experience element can include a visual score(e.g., video), an audio score (e.g., musical soundtrack), a haptic score(e.g., relating to vibration, force feedback, temperature, etc.), anexperience object (e.g., a narrative path or virtual object), aperspective (e.g., a camera position within a virtual environment), andthe like. Additionally, an experience element of a digital experiencemay be delivered to a participant by way of the set of devices (e.g.,VRE equipment, head-mounted display, mobile device, handheld controlleror input device, etc.) the participant uses to experience the digital. Agiven experience element may be an optional or alternative experienceelement of the digital experience. According to various embodimentsdescribed herein, an optional or alternative experience element of adigital experience may be expressed or enabled based on an emotionalresponse from a participant experiencing the digital experience.

As used herein, an “experience object” can include a narrative path (ora narrative branches), a virtual object in the virtual environment, anachievement (e.g., in experience or one related to a companionexperience), a virtual environment visual (e.g., background colors orvirtual object colors), or a virtual environment sound. For instance, anexperience object can include a virtual object, in a virtualenvironment, which a participant can experience, perceive, or interactwith in the virtual world audibly, tangibly, and visibly. The experienceobject may be one that can have abilities/skills/effects within thevirtual world, and can have physical properties within the virtual world(e.g., weight, friction, mass, and destructibility).

As used herein, an “event” can signify a particular point (e.g., in timeor virtual location) within a digital experience, at which variousembodiments described herein may evaluate a participant's emotionalresponse. An event may correspond to a node of a node map that describesa digital experience. A node within the node map can represent, withoutlimitation, an achievement, branch, or participant choice node disposedat an absolute or relative location within a virtual environment (e.g.,3D rendered environment) of the digital experience. A particular nodemay be activated by a participant's proximity, or the participant'saction, to unlock an achievement, open a branch, or afford a choice tothe participant.

As used herein, a “participant” can include a user, player (e.g., gameplayer), or member, who may have an associated profile within a database(e.g., a profile or achievements database) that persists before andafter their experience with the digital experience. An authenticatedparticipant can include a participant whose registered identity has beenverified through login/password, RFID or other verification method. Theauthenticated participant may be currently engaged in a digitalexperience (e.g., a digital narrative experience) such that theiractions within the experience can affect, or be affected by, aparticipant's profile (e.g., from a database), thereby personalizing thedigital experience.

As used herein, an achievement can include a challenge, a discovery(e.g., discoverable object), a desired object, a goal, or the like,which may be completed, obtained, or attained by a participant within adigital experience (e.g., video game) or in the real world (e.g.,visiting a real-world location). A database (e.g., an achievementsdatabase) or another type of data store may be used to save datarelating to a set of achievements earned by a particularuser/participant. A participant collecting an achievement can includeearning or unlocking the achievement. Unlocking a narrative path (ornarrative branch) can involve, at least in part, presenting a requisiteset of achievements at a pre-defined location and time within a digitalexperience to make an exclusive narrative path available to theauthenticated participant to experience.

Reference will now be made in detail to embodiments of the presentdisclosure, examples of which are illustrated in the appended drawings.The present disclosure may, however, be embodied in many different formsand should not be construed as being limited to the embodiments setforth herein.

FIG. 1 is a diagram illustrating an example system 100 for providing anexperience element of a digital experience based on emotional responseof a participant, according to some embodiments. As shown, the system100 comprises an emotion-based experience feedback system 102, acommunications network 104, a set of client systems 106, a digitalexperience system 110, an achievement management system 112, a digitalexperience database 114 coupled to the digital experience system 110,and an achievements database 116 coupled to the achievement managementsystem 112. The communications network 104 communicatively couples theemotion-based experience feedback system 102, the set of client systems106, the digital experience system 110, and the achievement managementsystem 112 together. The emotion-based experience feedback system 102comprises a tracking data module 118, an emotional responsedetermination module 120, an emotional response mapping module 122, adigital experience module 124, a gaze determination module 126, and anachievement data module 128. An end-user of one of the client systems106 represents a participant 108 of a digital experience provided inaccordance with various embodiments described herein. For variousembodiments, the components and arrangement of components may vary fromwhat is illustrated in FIG. 1.

The digital experience system 110 provides a digital experience, whichmay be retrieved from the digital experience database 114, to the set ofclient systems 106. With the digital experience, the digital experiencesystem 110 can provide an experience element of the digital experience,such as a narrative branch, a score (e.g., haptic, audio, visual,perspective, etc.), a character option, or an achievement, which issensible by the participant 108 (e.g., by their human sense of sight,touch, hearing, smell, or taste). Depending on the embodiment, theemotion-based experience feedback system 102 can cause the digitalexperience system 110 to deliver the digital experience to theparticipant 108 at one of the client systems 106 (e.g., over thecommunications network 104), or the emotion-based experience feedbacksystem 102 can relay the digital experience (e.g., from the digitalexperience system 110) to the participant 108 at one of the clientsystems 106.

The achievement management system 112 manages an achievement associatedwith a participant, and may further manage a profile of the participant.According to some embodiments, an achievement of a participant (e.g.,authenticated participant) is be accomplished in a digital experience(e.g., video game) and then added to the achievements database 116,which records that the participant has secured that achievement. Theachievement management system 112 can provide the emotional responsemapping module 122 (of the emotion-based experience feedback system 102)with the participant's achievement data (e.g., level of earnedachievement) for a given digital experience (e.g., a digital experiencethat is subsequent or companion to the digital experience in which theachievement was earned). Such achievement data may be provided to theemotional response mapping module 122 with respect to a given event(e.g., decision point) of the given digital experience. A participantprofile can provide participant-specific information, such asdemographic, kinetographic, and location data. A participant's profile,achievement data, or both can be used in delivering a tailored digitalexperience (via the experience elements of a digital experiencedelivered to the participant) to a participant.

The tracking data module 118 accesses tracking data relating to theparticipant 108 of a digital experience, such as a virtual realityexperience, which includes at least one experience element sensible bythe participant 108 (e.g., by their human sense of sight, touch,hearing, smell, or taste). For some embodiments, the tracking data isbased on sensor data collected from the participant 108 as theparticipant 108 experiences the digital experience. The tracking datamay relate to aspects of the participant 108's body observed by a set ofsensors as the participant 108 experiences (e.g., a visual score, anaudio score, a haptic score, or a combination thereof, of) the digitalexperience. The tracking data may more specifically relate to theparticipant 108's physical response to stimuli from (e.g., a past orpresent scene of) the digital experience. The tracking data may relateto any form of non-verbal cues produced by the participant 108. Thesensors collecting the data may vary in type (e.g., a camera,accelerometer, gyroscope, thermometer, laser scanner, etc.) and may varyin their location relative to the participant 108. For example, a sensormay be disposed upon one or more devices (e.g., client systems 106) theparticipant 108 is using to experience the digital experience (e.g.,mobile device, generic display device, head-mounted display device, orVRE equipment) or directly on the participant 108 (e.g., attached totheir clothing or their body).

According to various embodiments, the tracking data relating to theparticipant 108 is a means for capturing a set of emotional responsesfrom the participant 108, at particular points (e.g., events) within thedigital experience, as the participant 108 experiences the digitalexperience. For particular embodiments, the tracking data comprises atleast one of a set of distance values traveled by the participant'shead, or a set of delta values relating to change in direction ofmovement by the participant's head. As noted herein, such informationcan be useful by the emotional response determination module 120 indetermining the participant's emotional response to a digitalexperience.

The tracking data module 118 includes an API that facilitates access tothe tracking data or access to the sensor data (e.g., direct access ofsensor data from a sensor or from a client device collecting the data).An included API may also permit the tracking data module 118 to detectpatterns (e.g., motion, direction, object recognition) from sensor dataprovided by a set of sensors.

Depending on the embodiment, the tracking data may relate to at leastone of tracking an eye of the participant 108, tracking the head of theparticipant 108, or tracking the motion (e.g., of the head or body) ofthe participant 108 during the digital experience. With respect to thehead, the motion or distance tracking of the head may be relative to orfrom the perspective of, for example, a display device displaying thevisual output experience element of the digital experience, an audiodevice outputting an audio experience element of the digital experience,a virtual reality device (e.g., Oculus® or Playstation® VR headset), acamera (e.g., above the display or attached to a head-mounted device),or a laser scanner (e.g., Valve® Lighthouse).

The emotional response determination module 120 determines an emotionalresponse of the participant 108 based on the tracking data accessed bythe tracking data module 118. Additionally, the emotional responsedetermination module 120 may determine a set of emotional responses inassociation with particular points (events) within the digitalexperience. According to some embodiments, the emotional responsedetermination module 120 determines an emotional response usingartificial intelligence that interprets tracking data relating to theparticipant 108. An embodiment may use artificial intelligence providedby a cross-platform game engine, such as the Unity developed by UnityTechnologies, to interpret the tracking data.

Additionally, for some embodiments, the emotional response determinationmodule 120 determines the emotional response by matching at least aportion of the accessed tracking data to a particular tracking conditionset associated with the emotional response. Accordingly, the emotionalresponse determined by the emotional response determination module 120may be one that is inferred, guessed, or interpreted based on thetracking data. Additionally, a particular tracking condition set mayrepresent the inference, guess, or interpretation of the tracking datato an emotional response. Depending on the embodiment, the particularset of conditions may be defined based on past observations of physicalresponses (e.g., while experiencing the digital experiences) byparticipants and a survey of their association of their individualphysical responses to a particular emotion. Such observations may bemade during, for example, a study conducted on participants experiencingdigital experiences.

For some embodiments, the emotional response determination module 120compares at least a portion of the accessed tracking data against aprioritized list of tracking condition sets, where each trackingcondition set is associated with a given emotional response. In theprioritized list of tracking condition sets, the emotional responsedetermination module 120 may then identify the first tracking conditionset to match the at least a portion of the accessed tracking data, wherethe identified first tracking condition set would be the particulartracking condition set. Example tracking conditions for to be matched totracking data can include, without limitation, conditions relating tohow much a participant's head moves in the X, Y, or Z direction, andconditions relating to how many times a participant's head changesmovement direction in the X, Y, or Z direction.

The emotional response mapping module 122 maps the emotional response,determined by the emotional response determination module 120, to anexperience element of the digital experience. To map the emotionalresponse to the experience element, the emotional response mappingmodule 122 may access achievement data associated with the participant(e.g., from the achievement management system 112), and map thedetermined emotional response based on the achievement data. For variousembodiments, mapping the determined emotional response to the experienceelement of the digital experience involves the achievement data module128 accessing achievement data, associated with the participant, fromthe achievement management system 112. Based on the accessedachievement, the emotional response mapping module 122 can map thedetermined emotional response based on the achievement data.

The digital experience module 124 provides the experience element of thedigital experience, mapped by the emotional response mapping module 122,to the participant 108. As noted herein, the digital experience system110 may maintain experience elements of the digital experience (e.g., onthe digital experience database 114). Depending on the embodiment, theemotion-based experience feedback system 102 can cause the digitalexperience system 110 to provide the experience element of the digitalexperience to the participant 108 at one of the client systems 106, orthe emotion-based experience feedback system 102 can relay the digitalexperience to the participant 108 at one of the client systems 106.

The gaze determination module 126 determines a gaze of the participant108 with respect to the digital experience, which may be used by theemotional response mapping module 122 when the module 122 maps theemotional response to an experience element of the digital experience.For various embodiments, the gaze determination module 126 uses agaze-based heat map, which can aggregate and interpret eye-trackedinterest clues of a participant. A participant's gaze can indicate whatthe participant is visually focusing their attention on (e.g., characteror virtual object) within the digital experience. With this information,the emotion-based experience feedback system 102 can assist inindividualizing delivery of experience elements of the digitalexperience to the participant based on emotional response. Additionally,where a digital experience is being concurrently experienced by aplurality of participants (e.g., through a common client system 106,such as a large screen display), the emotion-based experience feedbacksystem 102 can determine the gaze of each of the participants (e.g.,previous or current gaze) to enable delivery of different (e.g.,individualized) experience elements of the digital experience todifferent participants for a given event of the digital experience. Forinstance, with respect to a given digital experience being experiencedby participants A and B at the same time, if the participant A isdetermined (by the gaze determination module 126) to be focused oncharacter A (e.g., protagonist) and the participant B (e.g., antagonist)is focused on character B, the emotion-based experience feedback system102 can cause the participant A to receive an experience elementrelating to character A (e.g., protagonist's musical score) and theparticipant B to receive an experience element relating to character B(e.g., an optional narrative path and musical score relating to theantagonist's musical score).

From the achievement management system 112, the achievement data module128 accesses achievement data associated with the participant 108. Asnoted herein, achievement data accessed by the achievement data module128 may be used by the emotional response determination module 120 whendetermining the emotional response of the participant 108.

FIG. 2 is a flowchart illustrating an example method 200 for providingan experience element of a digital experience based on emotionalresponse of a participant, according to some embodiments. For someembodiments, the method 200 is performed, at least in part, by theemotion-based experience feedback system 102 described with respect toFIG. 1. An operation of the method 200 (or another method describedherein) may be performed by a hardware processor (e.g., centralprocessing unit or graphics processing unit) of a computing device(e.g., desktop, server, etc.).

The method 200 begins with operation 202 accessing tracking datarelating to a participant of a digital experience, where the digitalexperience includes at least one experience element sensible by theparticipant (e.g., by their human sense of sight, touch, hearing, smell,or taste). Operation 202 may be performed by the tracking data module118 of the emotion-based experience feedback system 102 described withrespect to FIG. 1. As noted herein, the tracking data may be based onsensor data collected from the participant as the participantexperiences the digital experience and, in some instances, the digitalexperience may comprise a virtual reality experience. According tovarious embodiments, tracking data (e.g., relating to head tracking,head motions, or eye tracking) for a participant captures an emotionalfeedback of the participant data at various identified points (e.g.,events) during the digital experience.

From operation 202, the method 200 continues with operation 204determining an emotional response of the participant based on thetracking data accessed at operation 202. In particular, the emotionalresponse determined by operation 204 may be an emotional responseassociated with a particular set of tracking conditions (e.g., headmovement or head movement direction change) that match the participant'stracking data. As noted herein, the emotional response determined atoperation 202 may be one that is inferred, guessed, or interpreted basedon the tracking data. Additionally, a particular set of trackingconditions may represent the inference, guess, or interpretation of thetracking data to an emotional response. Operation 204 may be performedby the emotional response determination module 120 of the emotion-basedexperience feedback system 102 described with respect to FIG. 1.

From operation 204, the method 200 continues with operation 206 mappingthe emotional response, determined at operation 204, to an experienceelement of the digital experience. For some embodiments, operation 206maps the emotional response to the experience element of the digitalexperience for a given event in the digital experience. Operation 206may use a lookup table that returns an experience element based onemotional response, and may be further based on an event number of thedigital experience. Additionally, operation 206 may be performed by theemotional response mapping module 122 of the emotion-based experiencefeedback system 102 described with respect to FIG. 1.

From operation 206, the method 200 continues with operation 208providing the experience element of the digital experience mapped atoperation 206 to the participant (e.g., at one of the client systems106). For some embodiments, operation 208 can cause the experienceelement of the digital experience to be delivered to a participant at aclient system, or can relay the experience element of the digitalexperience to a participant at a client system. Operation 206 may beperformed by the digital experience module 124 of the emotion-basedexperience feedback system 102 described with respect to FIG. 1.

FIG. 3 is a flowchart illustrating an example method 300 for providingan experience element of a digital experience based on emotionalresponse of a participant, according to some embodiments. For someembodiments, the method 300 is performed, at least in part, by theemotion-based experience feedback system 102 described with respect toFIG. 1. As shown, the method 300 differs from the method 200 of FIG. 2in that method 300 accounts for a participant's gaze when mapping anemotional response.

The method 300 begins with operations 302 and 304, which, according tosome embodiments, are respectively similar to operations 202 and 204 ofthe method 200 described with respect to FIG. 2. From operation 304, themethod 300 continues with operation 306 determining a gaze of theparticipant with respect to the digital experience. Operation 306 may beperformed by the gaze determination module 126 of the emotion-basedexperience feedback system 102 described with respect to FIG. 1. Bydetermining the gaze of a participant with respect to the digitalexperience at operation 306, the method 300 can determine what area ofinterest, within the digital experience, the participant is looking at.Additionally, as noted herein, determining the gaze of multipleparticipants can permit the method 300 to deliver different (e.g.,individualized) experience elements of the digital experience todifferent participants for a given event of the digital experience.Accordingly, from operation 306, the method 300 continues with operation308 mapping the determined emotional response to the experience elementof the digital experience based on the gaze determined at operation 306.From operation 308, the method 300 continues with operation 310, which,according to some embodiments, is similar to operation 208 of the method200 described with respect to FIG. 2.

FIG. 4 is a flowchart illustrating an example method 400 for determininga participant's emotional response to a digital experience, according tosome embodiments. For some embodiments, the method 400 is performed, atleast in part, by the emotion-based experience feedback system 102described with respect to FIG. 1. For example, the emotional responsedetermination module 120 of the emotion-based experience feedback system102 may perform the method 400 when determining a participant'semotional response as described herein.

The method 400 begins with operation 402 identifying an event in avirtual reality digital experience being experienced by a participant.As noted herein, an event can be a particular point within a digitalexperience at which an emotional response of a participant may beevaluated based on what the participant is currently looking at withinthe digital experience.

The method 400 continues with operation 404 determining an event timefor the event identified by operation 402. The event time may indicate atime associated with the digital experience (e.g., narrative time) atwhich the event corresponds.

The method 400 continues with operation 406 capturing, at the event timedetermined by operation 404, a latitude and longitude of a participantin the virtual reality digital experience. The latitude and longitude ofthe participant within the virtual reality digital experience canindicate whether the participant is at or in close proximity to theevent.

The method 400 continues with operation 408 determining whether an eventzone, associated with the event identified at operation 402, is beinglooked at by the participant based on the latitude and longitudecaptured at operation 406. For various embodiments, this determinationis based on determining the gaze of the participant (e.g., operation306). For some embodiments, it cannot be assumed that a participant isalways viewing an area of interest within a digital experience,especially where the digital experience comprises a virtual realityexperience. An event zone can permit various embodiments to determinewhether a participant is viewing, within a digital experience, aparticular area of interest associated with the event zone. Bydetermining that a particular event zone is being viewed by theparticipant, various embodiments can interpret what the participant islooking at (e.g., gazing at) and determine the participant's emotionalresponse to the associated area of interest.

The method 400 continues with operation 410 determining an emotionalresponse of the participant in response to operation 408 determiningthat the participant is looking at the event zone. Based on determiningthe emotional response of the participant as they look at the eventzone, the method 400 can respond to the participant's emotional responsewith an appropriate experience element of the digital experience thatrelates to the event zone.

According to some embodiments, the method 400 is implemented inaccordance with the following pseudocode:

//Define Event_Number// For each Event_Number from 1 to NumEvents;Lookup Event_Time from Events_Database; At t=Event_Time(Event_Number),Capture (Start_Latitude, Start_Longitude); //Determine what is beingwatched and determine participant's emotional response to that event;Zones are mutually exclusive// For each Zone in EventZones // The Zoneyou are looking at is determined by Lat and Long If EventZoneMinLat(Event_Number) <= Start_Latitude < MaxLat(Event_Number) andMinLong(Event_Number) <= Start_Latitude < MaxLong(Event_Number) Then //Determine Emotional Response, for example according to the method ofFIG. 5//

For some embodiments, the method 400 is performed for each eventidentified in a virtual reality digital experience.

FIG. 5 is a flowchart illustrating an example method 500 for identifyinga set of experience elements, of a digital experience, to provide to aparticipant based on the participant's emotional response to the digitalexperience, according to some embodiments. According to someembodiments, the method 500 is performed as part of, or as a result of,operation 410 of the method 400 described with respect to FIG. 4. Forsome embodiments, the method 500 is performed, at least in part, by theemotion-based experience feedback system 102 described with respect toFIG. 1. For instance, the tracking data module 118, the emotionalresponse determination module 120, and the emotional response mappingmodule 122 of the emotion-based experience feedback system 102 mayperform different operations of the method 500.

The method 500 begins with operation 502 capturing, for a given event,translation variables relating to a participant's head. For someembodiments, capturing translation variables relating to theparticipant's head comprises obtaining/accessing tracking data of theparticipant (e.g., via various sensors). For various embodiments, thetranslation variables represent the physical response of a participantto experiencing an experience element of the digital experience.

According to some embodiments, operation 502 is implemented by aprocedure (e.g., Capture TranslationVariables) that captures thefollowing translation variables:

//Translation Variables Distance_X → total distance traveled in Xdirection Distance_Y → total distance traveled in Y direction Distance_Z→ total distance traveled in Z direction Delta_X → number of times Xchange in X direction moves from positive to negative or negative topositive Delta_Y → number of times X change in X direction moves frompositive to negative or negative to positive Delta_Z → number of times Xchange in X direction moves from positive to negative or negative topositive //

The method 500 continues with operation 504 determining an emotionalresponse for the given event based on the translation variables capturedat operation 502. Accordingly, the emotional response determined atoperation 504 may be one that is inferred, guessed, or interpreted basedon the translation variables. In the event that no emotional response isdetermined by operation 504, operation 504 can select a defaultemotional response. Additionally, determining the emotional responsebased on the translation variables can comprise matching at least aportion of the translation variables, captured at operation 502, to aparticular set of conditions associated with a given emotional response.The particular set of conditions may represent the inference, guess, orinterpretation of the translation variables to determine the emotionalresponse. Depending on the embodiment, the particular set of conditionsmay be defined based on past observations of physical responses byparticipants (e.g., while experiencing digital experiences) and a surveyof their association of their individual physical response to aparticular emotion. Such observations may be made during, for example, astudy conducted on participants experiencing digital experiences.

The captured translation variables may be compared against a list ofcondition sets, where each set is associated with a different emotionalresponse. The list of condition sets may be ordered according to apriority of emotional responses. Depending on the embodiment, thedetermined emotional response may be the emotional response associatedwith the first set of conditions, in the list, that matches the capturedtranslation variables. Alternatively, the determined emotional responsemay be an emotional response associated with the set of conditions, inthe list, that best matches (e.g., most closely matches) the capturedtranslation variables.

According to some embodiments, operation 504 is implemented inaccordance with the following pseudocode:

//Fear → tense, rapid shaking of head back and forth as if shivering//If MinDeltaX <= Delta_X <= MaxDeltaX and MinX <= Distance_X <= MaxXEmotion(Event_Number) = Fear //Anger → sharp movement of head to aforward position as if headbutting or trying to intimidate// ElseIfMinDeltaX <= Delta_X <= MaxDeltaX and MinX <= Distance_X <= MaxXEmotion(Event_Number) = Anger //Sadness → moderately paced dropping ofchin from level to chest as if dejected// ElseIf MinDeltaX <= Delta_X <=MaxDeltaX and MinX <= Distance_X <= MaxX Emotion(Event_Number) = Sadness//Joy → quick tilting of head in a backward manner is if expressingelation or exaltation// ElseIf MinDeltaX <= Delta_X <= MaxDeltaX andMinX <= Distance_X <= MaxX Emotion(Event_Number) = Joy //Agreement →nodding of head; successive movement of level head from up to down in arhythmic, equidistant manner// ElseIf MinDeltaX <= Delta_X <= MaxDeltaXand MinX <= Distance_X <= MaxX Emotion(Event_Number) = Agreement//Disagreement → shaking of head; successive movement of level head fromleft to right in a rhythmic, equidistant manner// ElseIf MinDeltaX <=Delta_X <= MaxDeltaX and MinX <= Distance_X <= MaxXEmotion(Event_Number) = Disagreement //Anticipation → quick tomoderately paced movement of head from neutral position to forwardposition as if leaning forward// ElseIf MinDeltaX <= Delta_X <=MaxDeltaX and MinX <= Distance_X <= MaxX Emotion(Event_Number) =Anticipation //Surprise → quick to moderately paced movement of headfrom neutral position to backward position as if taken aback// ElseIfMinDeltaX <= Delta_X <= MaxDeltaX and MinX <= Distance_X <= MaxXEmotion(Event_Number) = Surprise Else Emotion(Event_Number) =DefaultEmotion

The method 500 continues with operation 506 identifying a set ofexperience elements of a virtual reality digital experience based on theemotional response determined at operation 504. For some embodiments,the set of experience elements are identified by way of a lookup table,such as one indexed by an event number and the determined emotionalresponse.

According to some embodiments, operation 506 is performed according tothe following pseudocode:

Based on Emotion(Event_Number) Lookup( Video_Clip((Video(Event_Number),Emotion(Event_Number)), Audio_Clip((Audio(Event_Number),Emotion(Event_Number)), Motion_Track((Motion(Event_Number),Emotion(Event_Number)), Haptics((Video(Event_Number),Emotion(Event_Number)) ); PlayInDigitalExperienceEngine(API) Video_Clip,Audio_Clip, Motion_Track, Haptics;

The following illustrates an example lookup table for identifying avideo clip for the digital experience. Though not illustrated, theexample lookup table can include more (or fewer) columns, each of whichis associated with a different possible emotional response.

Emotion(i) Event_Number DefaultEmotion Fear Anger 1Video_DefaultEmotion_1 Video_Fear_1 Video_Anger_1 2Video_DefaultEmotion_2 Video_Fear_2 Video_Anger_2 iVideo_DefaultEmotion_i Video_Fear_i Video_Anger_i nVideo_DefaultEmotion_n Video_Fear_n Video_Anger_n

The method 500 continues with operation 508 providing the set ofexperience elements identified at operation 506 to the participant. Asnoted herein, the method 500 may provide the identified set ofexperience elements to the participant by causing the experience elementof the digital experience to be delivered to a participant at a clientsystem, or by relaying the experience element of the digital experience(e.g., from a digital experience source) to a participant at a clientsystem.

For some embodiments, the method 500 is performed for each event thatoperation 410 of the method 400 is performed upon.

Various embodiments described herein may be implemented by way of theexample software architecture illustrated by and described with respectto FIG. 6 or by way of the example machine illustrated by and describedwith respect to FIG. 7.

FIG. 6 is a block diagram illustrating an example software architecture606, which may be used in conjunction with various hardwarearchitectures herein described. FIG. 6 is a non-limiting example of asoftware architecture and it will be appreciated that many otherarchitectures may be implemented to facilitate the functionalitydescribed herein. The software architecture 606 may execute on hardwaresuch as machine 700 of FIG. 7 that includes, among other things,processors 704, memory 714, and I/O components 718. A representativehardware layer 652 is illustrated and can represent, for example, themachine 700 of FIG. 7. The representative hardware layer 652 includes aprocessing unit 654 having associated executable instructions 604.Executable instructions 604 represent the executable instructions of thesoftware architecture 606, including implementation of the methods,components and so forth described herein. The hardware layer 652 alsoincludes memory and/or memory/storage modules 656, which also haveexecutable instructions 604. The hardware layer 652 may also compriseother hardware 658.

In the example architecture of FIG. 6, the software architecture 606 maybe conceptualized as a stack of layers where each layer providesparticular functionality. For example, the software architecture 606 mayinclude layers such as an operating system 602, libraries 620,applications 616 and a presentation layer 614. Operationally, theapplications 616 and/or other components within the layers may invokeapplication programming interface (API) calls 608 through the softwarestack and receive messages 612 in response to the API calls 608. Thelayers illustrated are representative in nature and not all softwarearchitectures have all layers. For example, some mobile or specialpurpose operating systems 602 may not provide a frameworks/middleware618, while others may provide such a layer. Other software architecturesmay include additional or different layers.

The operating system 602 may manage hardware resources and providecommon services. The operating system 602 may include, for example, akernel 622, services 624 and drivers 626. The kernel 622 may act as anabstraction layer between the hardware and the other software layers.For example, the kernel 622 may be responsible for memory management,processor management (e.g., scheduling), component management,networking, security settings, and so on. The services 624 may provideother common services for the other software layers. The drivers 626 areresponsible for controlling or interfacing with the underlying hardware.For instance, the drivers 626 include display drivers, camera drivers,Bluetooth® drivers, flash memory drivers, serial communication drivers(e.g., Universal Serial Bus (USB) drivers), Wi-Fi® drivers, audiodrivers, power management drivers, and so forth depending on thehardware configuration.

The libraries 620 provide a common infrastructure that is used by theapplications 616 and/or other components and/or layers. The libraries620 provide functionality that allows other software components toperform tasks in an easier fashion than to interface directly with theunderlying operating system 602 functionality (e.g., kernel 622,services 624 and/or drivers 626). The libraries 620 may include systemlibraries 644 (e.g., C standard library) that may provide functions suchas memory allocation functions, string manipulation functions,mathematical functions, and the like. In addition, the libraries 620 mayinclude API libraries 646 such as media libraries (e.g., libraries tosupport presentation and manipulation of various media format such asMPREG4, H.264, MP3, AAC, AMR, JPG, PNG), graphics libraries (e.g., anOpenGL framework that may be used to render 2D and 3D in a graphiccontent on a display), database libraries (e.g., SQLite that may providevarious relational database functions), web libraries (e.g., WebKit thatmay provide web browsing functionality), and the like. The libraries 620may also include a wide variety of other libraries 648 to provide manyother APIs to the applications 616 and other softwarecomponents/modules.

The frameworks/middleware 618 (also sometimes referred to as middleware)provide a higher-level common infrastructure that may be used by theapplications 616 and/or other software components/modules. For example,the frameworks/middleware 618 may provide various graphic user interface(GUI) functions, high-level resource management, high-level locationservices, and so forth. The frameworks/middleware 618 may provide abroad spectrum of other APIs that may be used by the applications 616and/or other software components/modules, some of which may be specificto a particular operating system 602 or platform.

The applications 616 include built-in applications 638 and/orthird-party applications 640. Examples of representative built-inapplications 638 may include, but are not limited to, a contactsapplication, a browser application, a book reader application, alocation application, a media application, a messaging application,and/or a game application. Third-party applications 640 may include anapplication developed using the ANDROID™ or IOS™ software developmentkit (SDK) by an entity other than the vendor of the particular platform,and may be mobile software running on a mobile operating system such asIOS™ ANDROID™, WINDOWS® Phone, or other mobile operating systems. Thethird-party applications 640 may invoke the API calls 608 provided bythe mobile operating system (such as operating system 602) to facilitatefunctionality described herein.

The applications 616 may use built-in operating system functions (e.g.,kernel 622, services 624 and/or drivers 626), libraries 620, andframeworks/middleware 618 to create user interfaces to interact withusers of the system. Alternatively, or additionally, in some systems,interactions with a user may occur through a presentation layer, such aspresentation layer 614. In these systems, the application/component“logic” can be separated from the aspects of the application/componentthat interact with a user.

FIG. 7 is a block diagram illustrating components of a machine 700,according to some example embodiments, able to read instructions 710from a machine storage medium and perform any one or more of themethodologies discussed herein. Specifically, FIG. 7 shows adiagrammatic representation of the machine 700 in the example form of acomputer system, within which instructions 710 (e.g., software, aprogram, an application, an applet, an app, or other executable code)for causing the machine 700 to perform any one or more of themethodologies discussed herein may be executed. As such, theinstructions 710 may be used to implement modules or componentsdescribed herein. The instructions 710 transform the general,non-programmed machine 700 into a particular machine 700 programmed tocarry out the described and illustrated functions in the mannerdescribed. In alternative embodiments, the machine 700 operates as astandalone device or may be coupled (e.g., networked) to other machines.In a networked deployment, the machine 700 may operate in the capacityof a server machine or a client machine in a server-client networkenvironment, or as a peer machine in a peer-to-peer (or distributed)network environment. The machine 700 may comprise, but not be limitedto, a server computer, a client computer, a personal computer (PC), atablet computer, a laptop computer, a netbook, a set-top box (STB), apersonal digital assistant (PDA), an entertainment media system, acellular telephone, a smart phone, a mobile device, a wearable device(e.g., a smart watch), a smart home device (e.g., a smart appliance),other smart devices, a web appliance, a network router, a networkswitch, a network bridge, or any machine 700 capable of executing theinstructions 710, sequentially or otherwise, that specify actions to betaken by machine 700. Further, while only a single machine 700 isillustrated, the term “machine” shall also be taken to include acollection of machines 700 that individually or jointly execute theinstructions 710 to perform any one or more of the methodologiesdiscussed herein.

The machine 700 may include processors 704, memory/storage 706, and I/Ocomponents 718, which may be configured to communicate with each othersuch as via a bus 702. The processors 704 may comprise a singleprocessor or, as shown, comprise multiple processors (e.g., processors708 to 712). The memory/storage 706 may include a memory 714, such as amain memory, or other memory storage, and a storage unit 716, bothaccessible to the processors 704 such as via the bus 702. The storageunit 716 and memory 714 store the instructions 710 embodying any one ormore of the methodologies or functions described herein. Theinstructions 710 may also reside, completely or partially, within thememory 714, within the storage unit 716, within at least one of theprocessors 704 (e.g., within the processor 708's cache memory), or anysuitable combination thereof, during execution thereof by the machine700. Accordingly, the memory 714, the storage unit 716, and the memoryof processors 704 are examples of machine storage media.

The I/O components 718 may include a wide variety of components toreceive input, provide output, produce output, transmit information,exchange information, capture measurements, and so on. The specific I/Ocomponents 718 that are included in a particular machine 700 will dependon the type of machine. For example, portable machines such as mobilephones will likely include a touch input device or other such inputmechanisms, while a headless server machine will likely not include sucha touch input device. It will be appreciated that the I/O components 718may include many other components that are not shown in FIG. 7. The I/Ocomponents 718 are grouped according to functionality merely forsimplifying the following discussion and the grouping is in no waylimiting. In various example embodiments, the I/O components 718 mayinclude output components 726 and input components 728. The outputcomponents 726 may include visual components (e.g., a display such as aplasma display panel (PDP), a light emitting diode (LED) display, aliquid crystal display (LCD), a projector, or a cathode ray tube (CRT)),acoustic components (e.g., speakers), haptic components (e.g., avibratory motor, resistance mechanisms), other signal generators, and soforth. The input components 728 may include alphanumeric inputcomponents (e.g., a keyboard, a touch screen configured to receivealphanumeric input, a photo-optical keyboard, or other alphanumericinput components), point-based input components (e.g., a mouse, atouchpad, a trackball, a joystick, a motion sensor, or other pointinginstrument), tactile input components (e.g., a physical button, a touchscreen that provides location and/or force of touches or touch gestures,or other tactile input components), audio input components (e.g., amicrophone), and the like.

In further example embodiments, the I/O components 718 may includebiometric components 730, motion components 734, environment components736, or position components 738 among a wide array of other components.For example, the biometric components 730 may include components todetect expressions (e.g., hand expressions, facial expressions, vocalexpressions, body gestures, or eye tracking), measure biosignals (e.g.,blood pressure, heart rate, body temperature, perspiration, or brainwaves), identify a person (e.g., voice identification, retinalidentification, facial identification, fingerprint identification, orelectroencephalogram based identification), and the like. The motioncomponents 734 may include acceleration sensor components (e.g.,accelerometer), gravitation sensor components, rotation sensorcomponents (e.g., gyroscope), and so forth. The environment components736 may include, for example, illumination sensor components (e.g.,photometer), temperature sensor components (e.g., one or morethermometer that detect ambient temperature), humidity sensorcomponents, pressure sensor components (e.g., barometer), acousticsensor components (e.g., one or more microphones that detect backgroundnoise), proximity sensor components (e.g., infrared sensors that detectnearby objects), gas sensors (e.g., gas detection sensors to detectionconcentrations of hazardous gases for safety or to measure pollutants inthe atmosphere), or other components that may provide indications,measurements, or signals corresponding to a surrounding physicalenvironment. The position components 738 may include location sensorcomponents (e.g., a Global Position System (GPS) receiver component),altitude sensor components (e.g., altimeters or barometers that detectair pressure from which altitude may be derived), orientation sensorcomponents (e.g., magnetometers), and the like.

Communication may be implemented using a wide variety of technologies.The I/O components 718 may include communication components 740 operableto couple the machine 700 to a network 732 or devices 720 via coupling722 and coupling 724 respectively. For example, the communicationcomponents 740 may include a network interface component or othersuitable device to interface with the network 732. In further examples,communication components 740 may include wired communication components,wireless communication components, cellular communication components,Near Field Communication (NFC) components, Bluetooth® components (e.g.,Bluetooth® Low Energy), Wi-Fi® components, and other communicationcomponents to provide communication via other modalities. The devices720 may be another machine or any of a wide variety of peripheraldevices (e.g., a peripheral device coupled via a Universal Serial Bus(USB)).

Moreover, the communication components 740 may detect identifiers orinclude components operable to detect identifiers. For example, thecommunication components 740 may include Radio Frequency Identification(RFID) tag reader components, NFC smart tag detection components,optical reader components (e.g., an optical sensor to detectone-dimensional bar codes such as Universal Product Code (UPC) bar code,multi-dimensional bar codes such as Quick Response (QR) code, Azteccode, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2Dbar code, and other optical codes), or acoustic detection components(e.g., microphones to identify tagged audio signals). In addition, avariety of information may be derived via the communication components740, such as location via Internet Protocol (IP) geo-location, locationvia Wi-Fi® signal triangulation, location via detecting a NFC beaconsignal that may indicate a particular location, and so forth.

It will be understood that “various components” (e.g., modules) used inthis context (e.g., system components) refers to a device, physicalentity or logic having boundaries defined by function or subroutinecalls, branch points, application program interfaces (APIs), or othertechnologies that provide for the partitioning or modularization ofparticular processing or control functions. Components may be combinedvia their interfaces with other components to carry out a machineprocess. A component may be a packaged functional hardware unit designedfor use with other components and a part of a program that usuallyperforms a particular function or related functions. Components mayconstitute either software components (e.g., code embodied on a machinestorage medium) or hardware components. A hardware component is atangible unit capable of performing certain operations and may beconfigured or arranged in a certain physical manner. In various exampleembodiments, one or more computer systems (e.g., a standalone computersystem, a client computer system, or a server computer system) or one ormore hardware components of a computer system (e.g., a processor 708 ora group of processors 704) may be configured by software (e.g., anapplication 616 or application portion) as a hardware component thatoperates to perform certain operations as described herein. A hardwarecomponent may also be implemented mechanically, electronically, or anysuitable combination thereof. For example, a hardware component mayinclude dedicated circuitry or logic that is permanently configured toperform certain operations. A hardware component may be aspecial-purpose processor, such as a field-programmable gate array(FPGA) or an application specific integrated circuit (ASIC). A hardwarecomponent may also include programmable logic or circuitry that istemporarily configured by software to perform certain operations. Forexample, a hardware component may include software executed by ageneral-purpose processor 708 or other programmable processor 708. Onceconfigured by such software, hardware components become specificmachines (or specific components of a machine 700) uniquely tailored toperform the configured functions and are no longer general-purposeprocessors 704. It will be appreciated that the decision to implement ahardware component mechanically, in dedicated and permanently configuredcircuitry, or in temporarily configured circuitry (e.g., configured bysoftware) may be driven by cost and time considerations. Accordingly,the phrase “hardware component” (or “hardware-implemented component”)should be understood to encompass a tangible entity, be that an entitythat is physically constructed, permanently configured (e.g.,hardwired), or temporarily configured (e.g., programmed) to operate in acertain manner or to perform certain operations described herein.Considering embodiments in which hardware components are temporarilyconfigured (e.g., programmed), each of the hardware components need notbe configured or instantiated at any one instance in time. For example,where a hardware component comprises a general-purpose processor 708configured by software to become a special-purpose processor, thegeneral-purpose processor 708 may be configured as respectivelydifferent special-purpose processors (e.g., comprising differenthardware components) at different times. Software accordingly configuresa particular processor 708 or processors 704, for example, to constitutea particular hardware component at one instance of time and toconstitute a different hardware component at a different instance oftime. Hardware components can provide information to, and receiveinformation from, other hardware components. Accordingly, the describedhardware components may be regarded as being communicatively coupled.Where multiple hardware components exist contemporaneously,communications may be achieved through signal transmission (e.g., overappropriate circuits and buses) between or among two or more of thehardware components. In embodiments in which multiple hardwarecomponents are configured or instantiated at different times,communications between such hardware components may be achieved, forexample, through the storage and retrieval of information in memorystructures to which the multiple hardware components have access. Forexample, one hardware component may perform an operation and store theoutput of that operation in a memory device to which it iscommunicatively coupled. A further hardware component may then, at alater time, access the memory device to retrieve and process the storedoutput. Hardware components may also initiate communications with inputor output devices, and can operate on a resource (e.g., a collection ofinformation).

The various operations of example methods described herein may beperformed, at least partially, by one or more processors 704 that aretemporarily configured (e.g., by software) or permanently configured toperform the relevant operations. Whether temporarily or permanentlyconfigured, such processors 704 may constitute processor-implementedcomponents that operate to perform one or more operations or functionsdescribed herein. As used herein, “processor-implemented component”refers to a hardware component implemented using one or more processors704. Similarly, the methods described herein may be at least partiallyprocessor-implemented, with a particular processor 708 or processors 704being an example of hardware. For example, at least some of theoperations of a method may be performed by one or more processors 704 orprocessor-implemented components. Moreover, the one or more processors704 may also operate to support performance of the relevant operationsin a “cloud computing” environment or as a “software as a service”(SaaS). For example, at least some of the operations may be performed bya group of computers (as examples of machines 700 including processors704), with these operations being accessible via a network 732 (e.g.,the Internet) and via one or more appropriate interfaces (e.g., anapplication program interface (API)). The performance of certain of theoperations may be distributed among the processors 704, not onlyresiding within a single machine 700, but deployed across a number ofmachines 700. In some example embodiments, the processors 704 orprocessor-implemented components may be located in a single geographiclocation (e.g., within a home environment, an office environment, or aserver farm). In other example embodiments, the processors 704 orprocessor-implemented components may be distributed across a number ofgeographic locations.

“CLIENT DEVICE” in this context refers to any machine that interfaces toa communications network to obtain resources from one or more serversystems or other client devices. A client device may be, but is notlimited to, a mobile phone, desktop computer, laptop, portable digitalassistants (PDAs), smart phones, tablets, ultra-books, netbooks,laptops, multi-processor systems, microprocessor-based or programmableconsumer electronics, game consoles, set-top boxes, or any othercommunication device that a user may use to access a network.

“COMMUNICATIONS NETWORK” in this context refers to one or more portionsof a network that may be an ad hoc network, an intranet, an extranet, avirtual private network (VPN), a local area network (LAN), a wirelessLAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), ametropolitan area network (MAN), the Internet, a portion of theInternet, a portion of the Public Switched Telephone Network (PSTN), aplain old telephone service (POTS) network, a cellular telephonenetwork, a wireless network, a Wi-Fi® network, another type of network,or a combination of two or more such networks. For example, a network ora portion of a network may include a wireless or cellular network andthe coupling may be a Code Division Multiple Access (CDMA) connection, aGlobal System for Mobile communications (GSM) connection, or other typeof cellular or wireless coupling. In this example, the coupling mayimplement any of a variety of types of data transfer technology, such asSingle Carrier Radio Transmission Technology (1×RTT), Evolution-DataOptimized (EVDO) technology, General Packet Radio Service (GPRS)technology, Enhanced Data rates for GSM Evolution (EDGE) technology,third Generation Partnership Project (3GPP) including 3G, fourthgeneration wireless (4G) networks, Universal Mobile TelecommunicationsSystem (UMTS), High Speed Packet Access (HSPA), WorldwideInteroperability for Microwave Access (WiMAX), Long Term Evolution (LTE)standard, others defined by various standard setting organizations,other long range protocols, or other data transfer technology.

“MACHINE STORAGE MEDIUM” in this context refers to a component, deviceor other tangible media able to store instructions and data temporarilyor permanently and may include, but is not limited to, random-accessmemory (RAM), read-only memory (ROM), buffer memory, flash memory,optical media, magnetic media, cache memory, other types of storage(e.g., erasable programmable read-only memory (EEPROM)) and/or anysuitable combination thereof. The term “machine storage medium” shouldbe taken to include a single medium or multiple media (e.g., acentralized or distributed database, or associated caches and servers)able to store instructions. The term “machine storage medium” shall alsobe taken to include any medium, or combination of multiple media, thatis capable of storing instructions (e.g., code) for execution by amachine, such that the instructions, when executed by one or moreprocessors of the machine, cause the machine to perform any one or moreof the methodologies described herein. Accordingly, a “machine storagemedium” refers to a single storage apparatus or device, as well as“cloud-based” storage systems or storage networks that include multiplestorage apparatus or devices. The term “machine storage medium” isnon-transitory and, as such, excludes signals per se. A computer storagemedium is an example of a machine storage medium. The term“communications medium” in this context includes modulated data signalsand other carrier/communication experience elements. The term “machinereadable medium” in this context includes both machine storage medium(e.g., computer storage medium) and communication medium.

“PROCESSOR” in this context refers to any circuit (e.g., hardwareprocessor) or virtual circuit (a physical circuit emulated by logicexecuting on an actual processor) that manipulates data values accordingto control signals (e.g., “commands”, “op codes”, “machine code”, etc.)and which produces corresponding output signals that are applied tooperate a machine. A processor may, for example, be a central processingunit (CPU), a Reduced Instruction Set Computing (RISC) processor, aComplex Instruction Set Computing (CISC) processor, a graphicsprocessing unit (GPU), a digital signal processor (DSP), an applicationspecific integrated circuit (ASIC), a Radio-Frequency Integrated Circuit(RFIC) or any combination thereof. A processor may further be amulti-core processor having two or more independent processors(sometimes referred to as “cores”) that may execute instructionscontemporaneously.

Throughout this specification, plural instances may implement resources,components, operations, or structures described as a single instance.Although individual operations of one or more methods are illustratedand described as separate operations, one or more of the individualoperations may be performed concurrently, and nothing requires that theoperations be performed in the order illustrated. Structures andfunctionality presented as separate components in example configurationsmay be implemented as a combined structure or component. Similarly,structures and functionality presented as a single component may beimplemented as separate components.

As used herein, the term “or” may be construed in either an inclusive orexclusive sense. The terms “a” or “an” should be read as meaning “atleast one,” “one or more” or the like. The presence of broadening wordsand phrases such as “one or more,” “at least,” “but not limited to” orother like phrases in some instances shall not be read to mean that thenarrower case is intended or required in instances where such broadeningphrases may be absent. Additionally, boundaries between variousresources, operations, modules, engines, and data stores are somewhatarbitrary, and particular operations are illustrated in a context ofspecific illustrative configurations. Other allocations of functionalityare envisioned and may fall within a scope of various embodiments of thepresent disclosure. The specification and drawings are, accordingly, tobe regarded in an illustrative rather than a restrictive sense.

It will be understood that changes and modifications may be made to thedisclosed embodiments without departing from the scope of the presentdisclosure. These and other changes or modifications are intended to beincluded within the scope of the present disclosure.

What is claimed is:
 1. A system comprising: a memory storinginstructions; and a hardware processor communicatively coupled to thememory and configured by the instructions to: access tracking datarelating to a participant of a digital experience, the tracking databeing based on sensor data collected for the participant as theparticipant experiences the digital experience, the tracking datacomprising at least one of a set of distance values traveled by a headof the participant or a set of delta values relating to change indirection of movement by the participant's head, the digital experiencecomprising at least one experience element sensible by the participant;determine an emotional response of the participant based on the accessedtracking data; map the determined emotional response to an experienceelement of the digital experience; and provide the mapped experienceelement of the digital experience to the participant.
 2. The system ofclaim 1, wherein the determining the emotional response based on theaccessed tracking data comprises matching at least a portion of theaccessed tracking data to a particular tracking condition set associatedwith the emotional response.
 3. The system of claim 2, wherein thematching the at least portion of the accessed tracking data to theparticular tracking condition set associated with the emotional responsecomprises: comparing the at least portion of the accessed tracking dataagainst a prioritized list of tracking condition sets, each trackingcondition set being associated with a given emotional response; andidentifying the particular tracking condition set as a first trackingcondition set, in the prioritized list of tracking condition sets, tomatch the at least portion of the accessed tracking data.
 4. The systemof claim 1, wherein the mapping the determined emotional response to theexperience element of the digital experience comprises: accessingachievement data associated with the participant; and mapping thedetermined emotional response based on the accessed achievement data. 5.The system of claim 1, wherein the emotional response is determined fora particular point within the digital experience.
 6. The system of claim1, wherein the mapped experience element comprises a narrative path ofthe digital experience.
 7. The system of claim 1, wherein the mappedexperience element comprises a perspective score.
 8. The system of claim1, wherein the mapped experience element comprises at least one of anaudio score, a haptic score, or a visual score.
 9. The system of claim1, wherein the hardware processor is configured by the instructions todetermine a gaze of the participant with respect to the digitalexperience, wherein the mapping the determined emotional response to theexperience element of the digital experience comprises mapping thedetermined emotional response to the experience element of the digitalexperience based on the determined gaze.
 10. A method comprising:accessing, by a hardware processor, tracking data relating to aparticipant of a digital experience, the tracking data being based onsensor data collected for the participant as the participant experiencesthe digital experience, the tracking data comprising at least one of aset of distance values traveled by a head of the participant or a set ofdelta values relating to change in direction of movement by theparticipant's head, the digital experience comprising at least oneexperience element sensible by the participant; determining, by thehardware processor, an emotional response of the participant based onthe accessed tracking data; mapping, by the hardware processor, thedetermined emotional response to an experience element of the digitalexperience; and providing, by the hardware processor, the mappedexperience element of the digital experience.
 11. The method of claim10, wherein the determining the emotional response based on the accessedtracking data comprises matching, by the hardware processor, at least aportion of the accessed tracking data to a particular tracking conditionset associated with the emotional response.
 12. The method of claim 11,wherein the matching the at least portion of the accessed tracking datato the particular tracking condition set associated with the emotionalresponse comprises: comparing, by the hardware processor, the at leastportion of the accessed tracking data against a prioritized list oftracking condition sets, each tracking condition set being associatedwith a given emotional response; and identifying, by the hardwareprocessor, the particular tracking condition set as a first trackingcondition set, in the prioritized list of tracking condition sets, tomatch the at least portion of the accessed tracking data.
 13. The methodof claim 10, wherein the mapping the determined emotional response tothe experience element of the digital experience comprises: accessing,by the hardware processor, achievement data associated with theparticipant; and mapping, by the hardware processor, the determinedemotional response based on the accessed achievement data.
 14. Themethod of claim 10, wherein the emotional response is determined for aparticular point within the digital experience.
 15. The method of claim10, wherein the mapped experience element comprises a narrative path ofthe digital experience.
 16. The method of claim 10, wherein the mappedexperience element comprises a perspective score.
 17. The method ofclaim 10, wherein the mapped experience element comprises at least oneof an audio score, a haptic score, or a visual score.
 18. The method ofclaim 10, comprising determining, by the hardware processor, a gaze ofthe participant with respect to the digital experience, wherein themapping the determined emotional response to the experience element ofthe digital experience comprises mapping the determined emotionalresponse to the experience element of the digital experience based onthe determined gaze.
 19. A non-transitory computer storage mediumcomprising instructions that, when executed by a hardware processor of adevice, cause the device to perform operations comprising: accessingtracking data relating to a participant of a digital experience, thetracking data being based on sensor data collected for the participantas the participant experiences the digital experience, the tracking datacomprising at least one of a set of distance values traveled by a headof the participant or a set of delta values relating to change indirection of movement by the participant's head, the digital experiencecomprising at least one experience element sensible by the participant;determining an emotional response of the participant based on theaccessed tracking data; mapping the determined emotional response to anexperience element of the digital experience; and providing the mappedexperience element of the digital experience to the participant.